OpenSim Core Bugs

Syndicate content MantisBT - Issues - (rdcdev)
MantisBT - Issues - (rdcdev)
Updated: 11 min 48 sec ago

0007884: Impossibility to push avatar with ubode engine

Tue, 2016-06-28 08:56
Even if looking silly many people have fun pushing friends in world but it doesnt work anymore with ubode physical engine (works in bullet). While wanting to keep new ubode engine it would be nice for avatar to be able to push another one again like it used to work (many people had real fun (including me) with when enabled on land but doesn't work anymore)
Categories: OpenSim Bugs

0007941: llCollisionFilter not implemented

Tue, 2016-06-28 08:12
Apparently not implemented in OS v0.9.0.x
Categories: OpenSim Bugs

0007943: Early detection of edges with Hollow Prim

Tue, 2016-06-28 07:12
Avatar blocked about 5 m before the actual edge of the prim.<br /> <br /> Create a cube:<br /> position: <128.00000, 128.00000, 20.00000><br /> size: <256.00000, 256.00000, 5.00000><br /> Prim Hollow: 98.0000<br /> <br /> Walking on the ground towards the edges and try to go near the edge.<br /> <br /> Impossible, the avatar remains blocked +/- 5 meters before the actual edge of the prim.
Categories: OpenSim Bugs

0007717: [RestConsole] It does not work

Mon, 2016-06-27 19:08
Can not operate remote console on my grid. I tried Robust remote console and remote console Simulator but i can not make it work.<br /> <br /> I wonder if it still works ...<br /> <br /> To test this, i used the Javascript script/Html proposed to the bottom of the page on the wiki OpenSim, at this address <a href=""></a> [<a href="" target="_blank">^</a>]
Categories: OpenSim Bugs

0007854: ubODE does not support the Physics Shape Type drop-down in the build menu

Sun, 2016-06-26 12:47
When running BulletSim and using FireStorm, there is a drop-down in the Build Dialog that allows you to change the Physics Shape Type of child prims. This is vitally important for decreasing the load that a build puts on the simulator by marking child prims as Physics Shape Type None. When you switch your physics engine to ubODE, this drop-down dissappears from the viewer build dialog!<br /> <br /> This is a vital function that must be supported by the physics engine.
Categories: OpenSim Bugs

0007942: llTriggerSound only playing sound locally when used in a hud

Sun, 2016-06-26 09:18
llTriggerSound() is playing sound only for for owner when object is attached as a hud. Meaning a hud with sound intended for others to hear cannot be heard. This is correct behavior for llPlaySound() and the sl wiki for llPlaysound says:<br /> <br /> "If the object playing the sound is a HUD, the sound is only heard by the user the HUD is attached to.<br /> <br /> To play a sound inworld from a HUD use llTriggerSound."
Categories: OpenSim Bugs

0007903: Avatars float over seats, LegacySitOffsets has no effect

Sun, 2016-06-26 03:24
In 0.9, avatars are seated 0.1m higher than in previous versions as pictured in issue <a href="">0007820</a> (narrowing incorrectly the issue to NPCs).<br /> <br /> The LegacySitOffsets in OpenSimDefaults.ini has no effect.<br /> <br /> It was found that LegacySitOffsets, the C# variable, is set from LegacyOpenSimSitOffsets, the ini parameter (Scene.cs, line 972).<br /> <br /> Adding a LegacyOpenSimSitOffsets parameter to OpenSimDefaults.ini had no more effect.<br /> <br /> This breaks a botload of content (OARs, freebies) that can't be expected to be fixed soon.
Categories: OpenSim Bugs

0007768: llCollisionSound function does not work in current release V0.9.0

Sat, 2016-06-25 22:59
string sound = "87683e86-d2a5-49ac-b1e9-9b600695f3bd"; //uuid or name of item in inventory<br /> <br /> default<br /> {<br /> state_entry()<br /> {<br /> llCollisionSound(sound, 1.0);<br /> }<br /> }
Categories: OpenSim Bugs

0006368: llCollisionSprite not implemented

Sat, 2016-06-25 21:52
Apparently not implemented ...
Categories: OpenSim Bugs

0007939: [NPC] with OS_NPC_SENSE_AS_AGENT is No deteced as Child with osGetRegionStats STATS_CHILD_AGENTS

Sat, 2016-06-25 21:49
When i rez a npc with option OS_NPC_SENSE_AS_AGENT<br /> and i use osGetRegionStats (STATS_ROOT_AGENTS/STATS_CHILD_AGENTS)<br /> in a box into a adjacent region, my box don't detect the npc as "Child"<br /> The box detect the npc as "Root", that wrong ...
Categories: OpenSim Bugs

0007927: Sub-second timers are raised to next tenth of second

Sat, 2016-06-25 17:39
llSetTimerEvent(0.9) gives a 0.9 second timer. However 0.91, 0.92, 0.95, 0.98 are raised to 1.0 second. The same can be observed around 0.8 (raised to 0.9), 0.7 (to 0.8), 0.6, 0.5.
Categories: OpenSim Bugs

0007912: ubODE Physics Crash when colliding mesh at high speed.

Sat, 2016-06-25 02:40
We have scripted pretty fast fighters for our Trek sim, they fly smooth, until impacting other physical object, and 9 out of 10 times the sim crashes. <br /> <br /> No error is reported the sim just "GOES AWAY"<br /> <br /> (We have tested this on Ubuntu 16 and are unable to reproduce)
Categories: OpenSim Bugs

0007836: transferring full perm mesh object arrives no copy no transfer

Fri, 2016-06-24 15:14
full perm mesh object given to another avatar item shows "No copy No transfer"
Categories: OpenSim Bugs

0007853: ubODE fails when “sculpt animation” is used.

Fri, 2016-06-24 07:45
Sculpt animation is frowned upon in the LL Wiki and other places. But all the alternatives have limitations or are not available. So there is still a lot of content that uses this trick to animate objects: Use llSetLinkPrimitiveParamsFast to change the sculpt texture map of a prim to change its shape. When content using this method is introduced to a region using BulletSim, everything continues to work. HOWEVER, if content using this method is introduced to a region running ubODE, performance of the region soon degrades. Avatars get stuck and cannot move. Physical objects eventually stop falling.
Categories: OpenSim Bugs

0007933: UserTitle is broken or otherwise not being sent

Fri, 2016-06-24 03:08
with my account i have:<br /> UserLevel: 255<br /> UserFlags: 780<br /> UserTitle: Grid Admin<br /> <br /> However looking at my profile in-world my account info is showing "Linden Lab Employee"
Categories: OpenSim Bugs

0007901: Feature - Additional Permissions Class for Region Script Engine

Thu, 2016-06-23 23:24
Today I have decided to create possibility to execute OSSL function<br /> <br /> only under following, mandatory condition: OwnerPrim_UUID = CreatorScript_UUID.<br /> <br /> So far in OpenSim, we have got three permissions classes, that allow us<br /> <br /> to specify who can execute OSSL function:<br /> <br /> 1. AllowedOwners - list of specified avatar uuids - prim owners<br /> <br /> 2. AllowedOwnerClasses - list of specified strings:<br /> <br /> PARCEL_GROUP_MEMBER, PARCEL_OWNER, ESTATE_MANAGER, ESTATE_OWNER<br /> <br /> 3. AllowedCreators - list of specified avatar uuids - script creators<br /> <br /> We can enable them in osslEnable.ini file or OpenSim.ini file in appropriate section.<br /> <br /> I have noticed, that when Allow_osSomeFunction and Creators_osSomeFunction <br /> <br /> are set in same time, then effective permissions are union of them.<br /> <br /> And additionally Allow_os always precedes Creators_os.<br /> <br /> That means, for example. when You set:<br /> <br /> Allow_osSomeFunction = some_uuid and Creators_osSomeFunction = some_uuid<br /> <br /> then at first: simulator checks Allow_osSomeFunction and if it satisfies<br /> <br /> our condition, then ossl function is exectued, and if it does not satisfy<br /> <br /> some_uuid condition, then at second simulator checks Creators_osSomeFunction.<br /> <br /> If You set Allow_osSomeFunction = true or empty string, then<br /> <br /> simulator does not check Creators_osSomeFunction.<br /> <br /> That is by design, since I have found it in the code:<br /> <br /> if (!m_FunctionPerms[function].AllowedOwners.Contains(UUID.Zero))<br /> <br /> {<br /> Here, All checks are processed<br /> }<br /> <br /> After analysing, I have concluded, that actual code lacks important feature,<br /> <br /> that has great meaning in aspect of additional security layer:<br /> <br /> who can execute OSSL function.<br /> <br /> The one AllowedOwners class is not enough, against griefer attack.<br /> <br /> Even if we secure, certain dangerous OSSL function, with condition:<br /> <br /> Allow_osSomeFunction = Admin_UUID, then still such Admin_UUID is vulnerable<br /> <br /> against attack, because CreatorScript checking is not processed.<br /> <br /> My method is to make intersection of those two classes, not union.<br /> <br /> That is especially useful in closed grids, where only administrator has<br /> <br /> physical access to the most important parts of simulator.<br /> <br /> Certainly that is not ideal protection, please be aware of it.<br /> <br /> But it can really significantly decrease probability of dangerous event.<br /> <br /> During years in SL, I have learned great lesson: if one treats business <br /> <br /> seriosly, then never should give full permissive script, even empty one, with<br /> <br /> him/her as creator.<br /> <br /> Because it is ready template for future attack, especially if we guard <br /> <br /> our products with CreatorUUID layer.<br /> <br /> That's why, when we want to show our code,<br /> <br /> it is better to give it as MOD, COPY, NO TRANS then other person can read it,<br /> <br /> but can't use it in future against us via sending it to us in some object.<br /> <br /> My method of creating new permissions class I describe in "Steps To Reproduce"
Categories: OpenSim Bugs

0007938: New AllowedOwnerClass for Grid Administrators to improve management for particular OSSL Functions.

Thu, 2016-06-23 22:03
There are environments = grids, where particular OSSL functions are enabled<br /> <br /> and run only by grid administrators = users with UserLevel equal or larger than <br /> <br /> 200 ( >= 200 ).<br /> <br /> My idea improves management in this point and gives much more flexible<br /> <br /> and comfortable way in context of assigning certain ossl functions to<br /> <br /> grid administrator accounts.<br /> <br /> That is much better than using individual UUIDS and avoid problem of updating<br /> <br /> configuration files.<br /> <br /> Patch has been offered.
Categories: OpenSim Bugs

0007937: [EVENTQUEUE]: (Enqueue) No queue found for agent ... when placing message AgentGroupDataUpdate

Thu, 2016-06-23 19:14
In recent versions - last few days? - I am seeing yellow warnings of this form<br /> <br /> 19:07:34 - [EVENTQUEUE]: (Enqueue) No queue found for agent b9112f4c-533b-46bc-be56-22cf1c752d2b when placing message AgentGroupDataUpdate in region Oil Rig<br /> <br /> 19:08:01 - [EVENTQUEUE]: (Enqueue) No queue found for agent 33705bfc-45a9-4c1d-a1f8-72c84d0b0d95 when placing message AgentGroupDataUpdate in region Marineville
Categories: OpenSim Bugs

0007786: landing point set are not respecting

Thu, 2016-06-23 19:01
Owner teleport to regions with a landing point set are not respecting a set limited landing point<br /> <br /> When you install a new simulator + oar impossible to move the landing point<br /> <br /> <br /> <br /> Savez oar with the prededent version After on the new version the loading OAR several meshes lose<br /> <br /> --> If you use the od grid region oar No pb on Metropolis
Categories: OpenSim Bugs

0007785: Owner teleport to regions with a landing point set are not respecting a set limited landing point

Thu, 2016-06-23 19:01
Using opensim-0.9.0-210-g827058e on Windows on several regions where I have landing points set, I note that the avatar can arrive at any location. <br /> <br /> Resetting the teleport/landing point for the region and retesting the teleport has no effect, it is still not respected.<br /> <br /> I have not done any land divides or operations such as that, so I am not expecting landing points that already exist to be invalidated.<br /> <br /> I have found this applies to the owner of the region, and not to other normal avatars.<br /> <br /> This is a change of behaviour recently, and I think is undesirable and can be a problem where, for example, an avatar arrives under mesh terrain and cannot find a route out. This seriously breaks the immersive experience for the user.
Categories: OpenSim Bugs